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| [PTU] Meteorologist; Someone should stop me making classes | |
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| Tweet Topic Started: Dec 9 2014, 10:15 PM (2,100 Views) | |
| DNA | Dec 9 2014, 10:15 PM Post #1 |
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King of Thought
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![]() Meteorologist "Predicting the weather is a very delicate, and very shaky, practice. It's virtually impossible to predict the weather with near 100% certainty, and most have to rely on rough (though mostly accurate) estimates. Meteorologists aim to do more than just that - they not only aim to be correct in all of their predictions, but they will shift the weather to their liking if they have to. They are generally both respected and feared, as the ability to control the weather is NOT to be taken lightly!" ~~~ The Meteorologist is a rather unusual class, dealing with weather and the manipulation thereof. While people argue that Climatologist Researchers do indeed dabble in weather manipulation as well (they do), Meteorologists take that to extremes. They have every weather move at their disposal, they start off with Overcoat, and they can teach all those things to their Pokémon as well. Probably the most remarkable thing they can do is combining two weathers into a single, much more dramatic one - and given how they can teach weather moves to most anyone, that happens a lot more than you might think. Combat Role: Both Field Role: Medium AP Usage: Low Learning: Yes Item Crafting: Yes Active/Static: Equal Prime Mechanic: Weather moves and abilities ~~~ Meteorologist [Class] [Branch] Pre-requisites: Novice Survival, Novice Perception Static Effect: You gain the Overcoat ability. As an Extended Action, you are able to craft Weather Rocks. These are held items for both Pokemon and Trainers (for Trainers, they are held in Off-Hand), and cost 2000$ to make. If you have any Shards on hand (of any color), you can use up to 3 of them in the crafting process to reduce the cost by 300$ for each one. The rocks you can create will make any weather conditions the holder will cause to have their duration extended by 3 rounds. The items and corresponding weathers are as follows: Heat Rock - Sun (Sunny Day, Drought, etc) Damp Rock - Rain (Rain Dance, Drizzle, etc) Smooth Rock - Sandy (Sandstorm, Sand Stream, etc) Icy Rock - Hail (Hail, Snow Warning, etc) (You can take Meteorologist twice. You must be LV15 or higher to take it a second time.) Forecast Calls For... [Ranked 2] Rank 1 Pre-requisites: Meteorologist Rank 2 Pre-requisites: Forecast Calls For... Rank 1; Adept Perception Effect: For Rank 1 of this feature, choose 2 out of Sunny Day, Rain Dance, Sandstorm, or Hail, and learn those moves. For Rank 2 of this feature, you gain the Cloud Nine Ability. Weather Reporter Pre-requisites: Forecast Calls For... Rank 1 At-Will - Extended Action Target: A willing Pokémon. Effect: The target loses 2 Tutor Points, and learns 1 Move that you learned via any rank of Forecast Calls For.... Weather Reporter may target a Pokémon only once. (If you took Meteorologist twice, then yes, you will need to take this feature again to teach the other 2 weather moves.) ![]() Well-Insulated Pre-requisites: Meteorologist, Adept Survival Special Effect: As an Extended Action out of combat, you may target a willing Pokémon, and have it lose 2 Tutor Points to gain the Overcoat Ability. If you have Expert Survival, as a Standard Action in combat, you may select any number of ally Pokémon or Trainers in the encounter, and grant each of them the Overcoat Ability until the end of the scene. If temporarily granted, Overcoat will disappear if the target faints or is switched out. You can grant Overcoat in this way to 1 ally at no cost; granting it to 2 or more allies will cost you 1 AP for each beyond the first. Violent Weather Pre-requisites: Meteorologist, Expert Survival, Expert Perception Daily x2 - Free Action Trigger: You or any ally would cause a weather condition, while an existing weather condition is already in effect. Effect: Instead of replacing the existing weather with a new one, the two weathers combine into a new form of Violent Weather. This weather will always last 5 rounds (regardless of other effects), and cannot be dispelled, replaced, or co-exist with other weather, until it has naturally ended (i.e. weather moves and abilities, plus Cloud Nine/Air Lock, will not work against Violent Weather, nor can Researcher's Climate Control, etc.). The Violent Weather summoned is based on the 2 weathers used to combine it (the pre-existing one, plus the newer one): Sun + Rain: Acid Rain. All Poison-type moves have their DB increased by 1; all other moves suffer a -1 Acc penalty. Everyone loses 1/10 max HP at the start of each of their turns, Water-types lose 1/8 max HP instead, and Poison- and Steel-types don't take damage. (If a combatant falls in both the other categories, the Poison/Steel category takes precedence.) Thunder and Hurricane have their Accuracy Checks treated as being in rainy weather, and do not suffer penalty. Sun + Sand: Sirocco. All Ranged moves suffer a -3 Accuracy penalty. Non-Fire and non-Ground types lose 1/10 max HP at the start of their turns; Water-types lose 1/8th max HP instead (unless they're Water/Ground or Water/Fire). Solar Beam is treated as being in sunny weather, and does not suffer penalty. Sun + Hail: Snowblind. Everyone in the encounter, except those with the Blindsense capability, suffer -2 Accuracy and -5 damage penalties to all their moves, and must make a DC5 Save Check at the start of each of their turns. If the check is failed, s/he cannot use any moves or abilities that target other combatants this turn. (Self-targeting moves can be used as normal.) Rain + Sand: Quicksand. Everyone in the encounter has their Overland reduced by 2. Anyone who moves using an Overland speed becomes Slowed at the end of his/her turn. Anyone who moves using an Overland speed while Slowed becomes Stuck at the end of his/her turn. Stuck combatants can try to move by making a DC16 Save Check; if the check succeeds, they become Slowed instead, and do not become Stuck again that turn. (Slowed or Stuck caused by Quicksand will wear off if a combatant uses something other than Overland to move, or when Quicksand has ended.) Rain + Hail: Sleet. All Water-, Ice-, and Steel-types gain +1 Speed CS while the weather is active; all others lose 1/10 max HP at the start of their turns. If any damage-dealing Priority or Interrupt move would miss (unless it's a Water- or Ice-type move), the user makes a damage dice roll as usual, then takes damage equal to 1/4 of the result (don't apply stats). Blizzard has its Accuracy Check treated as being in hailing weather. Sand + Hail: Mistral. All Melee moves suffer a -10 damage penalty. Everyone loses 1/10 max HP at the start of each of their turns. Fire- and Water-types, as well as those with the Dry Skin or Thermosensitive Abilities, lose 1/8 max HP instead; Rock- and Ice-types lose 1/16 max HP instead. (If a combatant falls into both the other categories, they lose the normal 1/10 max HP.) In addition, here is what these Violent Weather conditions will count as for the purposes of the ability Forecast, the move Weather Ball (which will be DB10), and the moves Synthesis, Moonlight, and Morning Sun: (An N means Synthesis/Moonlight/Morning Sun restore the normal amount of 1/2 max HP, a + means those moves will restore 2/3 max HP, and a - means those moves will restore 1/4 max HP.) Acid Rain: Poison, N Sirocco: Fire, + Snowblind: Fairy, + Quicksand: Ground, N Sleet: Ice, - Mistral: Rock, - Master of Elements Pre-requisites: Meteorologist, Weather Reporter, Master Survival, Master Perception Static Effect: Choose 1 of Drought, Drizzle, Sand Stream, or Snow Warning. You gain that Ability. In addition, you also learn the move Weather Ball. ![]() ~~~ So, here you have it - a class based entirely around weather moves and abilities! Ideas I had for possible changes or design choices: ~The most important feature of the class is Violent Weather, and what I really wanted this class to focus on. I'm not perfect - I'm just one guy. The combinations there are those I thought would be the best for those 6 combinations, but if any of you have better and/or more logical ideas, please, share them! Violent Weather was the last feature I actually wrote because of how shaky I was about it. Also, should it switch places with the capstone? I left it as Expert on purpose because I still feel like summoning a weather as a Swift Action is incredibly powerful. ~I'm thinking somewhat that Forecast Calls For should be 2 ranks (thus giving the class 7 total features), with Rank 1 giving 2 weather moves, plus the other 2 once they hit Adept Survival, and then Rank 2 requiring Expert Survival to grant Cloud Nine. I might change it to that on my own even without suggestion, but either way, let me know if I should change it to that, or let it stay as-is. ~I mostly pulled a number out of the air for the Weather Rocks and so forth. In a campaign I'm in at present, those are actual items priced at $1800, so I bumped it up to $2000 for a nice round number. I threw Shards in there as well because I know shards can be artifacts of great power, but I didn't want it to be a requirement for the class, as shards aren't exactly easy to find; I just wanted to make it easier on the Meteorologist. Let me know if the price should be changed, and/or if shards should even be involved. ~Should Well-Insulated grant in-battle Overcoats or not? I ask because this would be the only way trainers would get Overcoat, so that's why it's in there. ~I was actually tempted to add a feature (or a bit to the capstone) that allowed the Meteorologist to craft a special type of Weather Rock. It would require 1 of each shard, could only be used by a meteorologist, and would extend the use of any weather they used by 1 turn (so, 6 turns total). May or may not include violent weather. I decided not to include it in the end, since Meteorologist already gets quite a few useful toys and I didn't want to force one more. ~Speaking of the capstone...should it grant Weather Ball? My original intent was for Meteorologist to play purely support and have no offensive moves whatsoever, but at the last minute I chickened out and reasoned, what's a weather-class without Weather Ball? But I left it on the capstone, instead of a lower feature, due to the class's sheer scope. I'm somewhat proud of this one (not like I'm not proud of Slimelord or Android, but still!), so I'd really appreciate any feedback you guys can muster! After it's gone through sufficient proofing, I'll attach a .txt file. Edit: Attached! Edited by DNA, Jan 28 2015, 10:31 AM.
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| Elemental Knight | Dec 9 2014, 10:34 PM Post #2 |
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Knight of the Spread Sheet
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You have an Absol in the header image, but I didn't see the Premonition Capability anywhere. Are you saying the Meteorologist is incapable of actually predicting natural disasters? For shame. But srsly I might read it ont he morrow. More Controller-y classes! Moar! |
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| DNA | Dec 9 2014, 10:46 PM Post #3 |
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King of Thought
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...dammit EK, was Carbuncle not enough Premonition for you? Edited by DNA, Dec 9 2014, 10:47 PM.
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| Lockdown | Dec 9 2014, 10:49 PM Post #4 |
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I SEEE YOUUUU
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you need to dial back "Forecast Calls For"; make it one weather move for each level, and Cloud Nine accesible at the third level. it also allows for a bit more variety within the class, instead of being cookie-cutter. Minor nitpick but I'd call the Sun+Hail one Snowblind instead of Prism Crystals. I'd also lower the DC of that check to a flat 4. Sleet needs to have a proviso excepting water-typed attacks imo. Master of Elements looks good. |
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| Major | Dec 9 2014, 11:11 PM Post #5 |
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Pokémon Trainer
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Minor note: Thunderstorm both raises and lowers electric for a net +1 (adds 2 but non-fire and non-water are lowered,). Assuming unintentional? and fire isn't lowered in a storm? |
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| DNA | Dec 9 2014, 11:17 PM Post #6 |
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King of Thought
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@Lockdown: Noted all your suggestions! I agree on dialing Forecast Calls For, though it could just be to 2 ranks (thus reducing the class to just 7 features); while you could space each move out between each rank, there isn't much point if you plan to go for them all anyway. Nonetheless, I shall plan to reduce it, and dial back the capstone accordingly. *writes down idea*
Unintentional, yes.
Was thinking about that, but some thunderstorms can be fueled somewhat by intense heat, which was the idea here (why sun + rain = thunderstorm). Though, if you have a better suggestion for Sun+Rain, go ahead. Thunderstorm was just the only one that seemed to come to mind, and I didn't feel like doing Acid Rain... ... ... ... ...wait a second... Edited by DNA, Dec 9 2014, 11:21 PM.
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| Major | Dec 9 2014, 11:20 PM Post #7 |
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Pokémon Trainer
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Well I'm biased toward a thunderstorm weather effect since I was trying to balance one for me storm wizard in a game :p |
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| DNA | Dec 9 2014, 11:22 PM Post #8 |
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King of Thought
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I'm honestly biased towards one too, but acid rain is something pretty fun too, and thunderstorms seem to be oddly common - at least, I thought they might. Maybe not. Maybe I could have acid rain replace one of the others... ...but the only one I could see it replacing is Quicksand. And I like the Quicksand effect. ;-; Edited by DNA, Dec 9 2014, 11:29 PM.
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| Major | Dec 9 2014, 11:37 PM Post #9 |
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Pokémon Trainer
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honestly the issue with thunderstorm is it is tricky to make as a combo weather. It seems like it would be better as a homebrew weather move. Acid rain on the other hand seems like a fitting combo move |
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| DNA | Dec 10 2014, 08:54 AM Post #10 |
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King of Thought
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After taking the above suggestions into mind, as well as having a few discussions with myself as I'm trying to sleep (I swear, insanely good ideas come right when I would rather not think), I have made the following changes: ~Forecast Calls For... has been reduced to 2 ranks; taking the class only permits you 2 of the 4 weather moves at Rank 1. Cloud Nine, at Rank 2 now requires Adept Perception (not Expert). The capstone was not changed, however. I'd thought that, with the change, it should get an ability that would match up with 1 of the weather moves already granted, but if I did that, they would only get access to 1 Violent Weather; leaving it unrestricted lets them snag 3. Which kinda segues into my next point... ~Meteorologist is now a class you can take twice (with the usual 'you must be LV15 to take it again'). This lets people who really want all 6 Violent Weathers at their disposal to go for it. To compensate, the capstone (Master of Elements) now requires Weather Reporter, so you can't jump into it. And, yes, Weather Reporter can only teach the moves that you took from that branch, so yes, you will have to take it twice. (There is no other redundancy, however, so a 2nd Meteorologist will only require 4 features instead of 7.) ~Violent Weathers were changed. Thunderstorm was completely replaced with Acid Rain, whose effect is a slightly weaker version of Mistral, damage-wise - and it gives Poison-type moves +1 DB, plus, Poison/Steels are immune to its damage. (Thunder and Hurricane will still never miss in Acid Rain.) I thought about giving all moves a poison chance, but hahahaha NO Sleet was also altered. While writing this class up, I actually had 2 different choices for Sleet; I meant to put up choice 2 but put up choice 1 at first instead. Instead of making priority moves unusable, it merely has a penalty if you miss. (Water- and Ice-type moves, as suggested by Lockdown, are exempt.) Oh, and Prism Crystal's name was changed to Snowblind, and the DC is now 5 instead of 6. |
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